R.E.D. modpack

Ask Danrell.

No, yeah, thats my bad. Since my last post, I took another look at Danrell's thread. He does in fact have several units involved, from Ancient-Industrial. I think the gaps are being filled quite nicely. I like the knights and civ unit packs in particular (Rome/Italy, Japan for xmpl).

- replace generics infantry, paratrooper, destroyer, battleship, submarines and aircraft carrier by danrell's WWII models to keep coherence in graphical style

Also, Danrell made a heck of a lot of units, often three or more in each category. I was wondering which you ones you were using for RED (Besides the already-mentioned ones on that recent post) ? Or, at least, could I get a copy of the new 'newunits' file to see for myself?
 
the newunits.xls is in the "\My Documents\My Games\Sid Meier's Civilization 5\MODS\R.E.D. Modpack (v 14)" folder, but the first tab is not updated with the last batch of units
 
Does 14 "affect savegame" so that if I was to use it and the 15 was released I would need to finish my game first with 14 before upgrading..?

Thanks for your hard work and of course to Danrell for the unit creation :)
 
the newunits.xls is in the "\My Documents\My Games\Sid Meier's Civilization 5\MODS\R.E.D. Modpack (v 14)" folder, but the first tab is not updated with the last batch of units

No, I meant, would it be possible to get the new .xls WITHOUT the mod? Since I still need to finish my current game, and like you said, bringing in another version would most likely ruin it.
 
Does 14 "affect savegame" so that if I was to use it and the 15 was released I would need to finish my game first with 14 before upgrading..?
yes, but I hope that's won't be needed after v.15

No, I meant, would it be possible to get the new .xls WITHOUT the mod? Since I still need to finish my current game, and like you said, bringing in another version would most likely ruin it.
ho, ok.

As it wasn't updated with v.14, the .xls in v.14/13/12 is the same, you can refer to it for all units up to v.12 and to the version history in first post for the units from v.14 I've not written in it yet...
 
yes, but I hope that's won't be needed after v.15


ho, ok.

As it wasn't updated with v.14, the .xls in v.14/13/12 is the same, you can refer to it for all units up to v.12 and to the version history in first post for the units from v.14 I've not written in it yet...

Got it, well, thnx anyways. Been using v.13 so far, and its worked out pretty good. Theres a couple of bugs I'm living with, but I think they're VEM/CiVUP related anyways.
 
Okay... This is just annoying... With v.14 I can't even START a game any more... I hit start, it goes to the leader/civ 'intro' screen and then crashes...

I've re-verified game files, I've re-installed the mod, I've tried playing with different factions with less AIs on smaller maps... If anything it makes the game crash even quicker!

I don't get how the previous errors weren't carried over in the save I made available... My card drivers are up to date 'full version' drivers... I'm almost to the point of tearing hair out here... SOMEBODY has to be able to help...

~JD
 
Hi, please could somebody put the file of the V.14 here so i can download it?

I get strange problem with steam workshop, so the only way it workq for me it's to put them mannually. Thanks!
 
v.15 will be released very soon, on steam workshop and CFC for Mac users. 2 days max.
 
hey i have downloaded this mod and done every thing the instructions says but i cant see any new units in the game please help..
 
Just one quick question...

the helicopters are not affected by this mod aren't they?

the anti-air units the same
 
Helicopters and anti-air don't have new models yet.

Here's v15, available on Steam Workshop and on CFC Database for MAC users...

v.15 (Jul 13, 2012):
- compatibility with "Mechanized Infantry with soldiers" mod
- raise bomber, atomic bomb, fighter, jetfighter, stealth bomber move rate
- replace swordsman for China, Spain
- tweak Samourai formation
- add 74 ethnic units (thanks again danrell !)
Spoiler :
rifleman for Arabia / Babylon / Middle East City-States
archer for Asia City-States
archer for China
archer for Egypt
archer for Greece
archer for Japan
archer for Korea
archer for Rome
archer for Spain
archer for Sweden / Denmark
composite bowman for China
composite bowman for Asia City-States
composite bowman for Egypt
composite bowman for Greece
composite bowman for Japan
composite bowman for Korea
composite bowman for Rome
composite bowman for Spain
composite bowman for Sweden / Denmark
crossbowman for Korea / Asia City-States
crossbowman for Egypt (longbowman)
crossbowman for Greece
crossbowman for Japan (longbowman)
crossbowman for Rome
crossbowman for Spain
crossbowman for Sweden / Denmark
spearman for Asia City-States
spearman for China
spearman for Egypt
replace Hoplite model for Greece
spearman for Mediterranean City-States (use old Hoplite model)
spearman for Japan
spearman for Korea
spearman for Rome
spearman for Spain
spearman for Sweden / Denmark
swordsman for Asia City-States
swordsman for Japan
swordsman for Korea
swordsman for Mediterranean City-States
replace legion for Rome
swordsman for Denmark / Sweden
replace samourai model for Japan
Longswordsman for China
Longswordsman for Egypt
Longswordsman for Greece
Longswordsman for Korea
Longswordsman for Rome
Longswordsman for Spain
Longswordsman for Sweden
Pikeman for China
Pikeman for Asia City-States
Pikeman for Egypt
Pikeman for Greece
Pikeman for Japan
Pikeman for Korea
Pikeman for Rome
Pikeman for Spain
Pikeman for Sweden / Denmark
Horseman for China
Horseman for Asia City-States
Horseman for Egypt
replace Companion Cavalry model for Greece
Horseman for Mediterranean City-States (use old Companion Cavalry model)
Horseman for Japan
Horseman for Korea
Horseman for Rome
Horseman for Spain
Horseman for Sweden / Denmark
Knight for China
Knight for Egypt
Knight for Greece
Knight for Japan
Knight for Korea
Knight for Spain
Knight for Sweden / Denmark
 
Cant wait to play with these mods Gedemon. Your mods make the game extremely more playable.

Question... when can we see ethnic changes for Maya and Ethiopia? These are two civs that really need a cosmetic change for historical accuracy.

Thanks!
 
Would appreciate a link to v.13. Made the mistake of using the ingame update button, lost access to the saves I was playing.
 
Updating to v.15 hasn't helped... The mod is still UTTERLY broken for me... I have tested R.E.D. alone, no other mods, no other DLC, no content at all aside from it and the 'base' game, and it still crashes whenever I try to start a R.E.D. modded game (during 'intro' screen now - as stated in my last post). I can play all other mods and DLC just fine, on any size map with any number if Civs, so its definitely R.E.D. that is causing the crashes...

Unfortunately, with the worsening of the issue, I can't even provide a save-game to test, as I can't even start the game (with RED) anymore... In fact, I can't even leave it in the "Set-up" screen for more than a few seconds without the game crashing...

This is really killing the whole game for me... Once you've played with RED, the 'normal' version just seems half-arsed by comparison...

~JD
 
Question... when can we see ethnic changes for Maya and Ethiopia? These are two civs that really need a cosmetic change for historical accuracy.
when we'll have unit models available for those civs ;)

Would appreciate a link to v.13. Made the mistake of using the ingame update button, lost access to the saves I was playing.
I'll post a link to v.13/v.14 when back home

Updating to v.15 hasn't helped... The mod is still UTTERLY broken for me... I have tested R.E.D. alone, no other mods, no other DLC, no content at all aside from it and the 'base' game, and it still crashes whenever I try to start a R.E.D. modded game (during 'intro' screen now - as stated in my last post). I can play all other mods and DLC just fine, on any size map with any number if Civs, so its definitely R.E.D. that is causing the crashes...

Unfortunately, with the worsening of the issue, I can't even provide a save-game to test, as I can't even start the game (with RED) anymore... In fact, I can't even leave it in the "Set-up" screen for more than a few seconds without the game crashing...

This is really killing the whole game for me... Once you've played with RED, the 'normal' version just seems half-arsed by comparison...

~JD
try to clear the cache and check file integrity in steam.
 
Can this one be ignored with caution now....


IMPORTANT : when an update of the mod is available, always finish your current game before clicking the update button, as your savegame won't be compatible with the new version.

I know that I have asked this before 15 was released but I would like to check again as it is now actually available.

Thanks for your continuing work :)
 
I have re-verified the cache, and re-installed the mod, and pretty much everything else on 'that' list of fixes... (That sounded a little nasty, not intended as such though)

I have DEFINITIVELY narrowed it down to RED. In fact, I've narrowed it down even further... This is only a theory, but There is *some* back-up for it...

I think the problem is with v.13 onwards... Why? Because after getting G&K I start a game with v.11 and it worked fine (wasn't exactly extensive, but still)... "Fine" as it had before G&K anyway...

With that in mind, the *most likely* culprit (to my mind) is the switch from adding Ethnic Varients via 'unique units' to adding them with 'unique art only'.

The only other thing I can think of would be an incompatibility caused by the fact that I run XP and thus only the dx9 version/mode of the game... If your running on a newer dx version, maybe it has managed to sneak something into the mod on a code level that messes up the compatibility for me...

...

Okay, honestly, I'm pretty much just spit-balling at this stage... But I've tried everything *I* can think of AND everything else that has been suggested to me too (If it was suggested to me in this thread, then I've tried it to no -positive- effect).

~JD
 
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